We proudly present Eisenfaust edition of SoD Extreme II.This edition started from us wanting to add to SoD Extreme II some of the features and enemies of our Eisenfaust mods (Eisenfaust: Legacy in particular) - hence the name.But then we kept adding ideas, and now changes cover many areas – including new enemies, weapons, features, enemy actions – to bring surprise and new twists to classic Wolf3D gameplay while keeping the oldschool/classic charm of the original SoD Extreme II. “Like ID should’ve done it” is overused but I can use it anyway in relation to this edition. Enemies are now more challenging and surprising, but you also have wider weapon selection. Have fun discovering all the new features, not all you meet right away.

DoomJedi wrote:Thank you for the report (we'll check it) and for the interest in this mod, can't wait to see your playthrough .You can sure help to test our future mods when time comes.

Thanks. I didn't intend to do videos, but I guess now I want to do

I want to know whether you still want to update the game after public release? If so, I can probably create a thread in the testing area rather than posting so many annoying questions here. There are a couple of questions here:

1. In the original SoD Ex2, there are two exits on Floor04, and the one behind the 1UP is the secret exit, but now it isn't, so maybe Floor19 is not accessed from Floor04 now?2. I saw one placement of Claw Mutant on Floor06 doesn't make sense (stuck behind something in the corner), so are they randomly replacing normal Mutants?

Create a thread in the testing area, I think we can assume we'll update this relatively soon, I think we need to collect more reports though (as long as mod is playable) as I don't want 10 versions of this to float around.